What kind of mod do you want to see?

I'm going to make some more mods soon but I don't want to publish something that no one is interested in.
I'm going to ask what you'd like to see and probably make it after a couple days of poll.
Edit 2: I accidentally hit enter so the period is the "other" I guess

More "quests" needed. Chain them together. Create goals, give us a reason to keep playing. Give us something different to strive for.

Also I'd like an aggressive AI mod which makes the world more dangerous, combined with a simple edit to damage values which means 1 or 2 hits kills you. Make the player think about every small movement, and travel in small leaps and bounds across the world avoiding danger.
Basically make the predators an actual threat instead of just a nuisance.

How about figuring out a way to make nitrogen narcosis (already in-game but disabled IIRC) work as a game mechanic without making the game frustrating (Ha! The sky is the limit! I have faith in you! You most do this! xD)

@EnglishInfidel Had a feeling you'd say that about difficulty. Quests also seem like good idea.

How hard would changes to AI be to implement? In a perfect world, I believe there should be much more variation in creature behaviour. Stalkers need to actually stalk, for example. They need to be programmed to follow the player over distance, sneaking in for a bite and then retreating out of reach, hiding, then returning to a stalking behaviour pattern. They should follow you from the shadows over long, long distances, not give up as soon as you move away from them.

@0x6A7232 Maybe as you play longer, your player starts to get used to it?

Maybe. Or an upgrade that lets you produce something to neutralize it (transfuser?). I *think* breathing pure O2 fixes the problem, but creates other problems that are just as bad or worse (oxygen toxicity or something?) @scubamatt@Bugzapper@scifiwriterguy

@0x6A7232 Maybe as you play longer, your player starts to get used to it?

Maybe. Or an upgrade that lets you produce something to neutralize it (transfuser?). I *think* breathing pure O2 fixes the problem, but creates other problems that are just as bad or worse (oxygen toxicity or something?) @scubamatt@Bugzapper@scifiwriterguy

Bingo, @0x6A7232. Oxygen toxicity is one problem. Another much more horrifying one is that oxygen is a corrosive material and, under high pressure, just loves to prove it. It'll start dissolving your lungs under seriously high pressure. It's why deep divers cut the O2 with helium and hydrogen; too much oxygen will kill you deader than disco.

Oh, and there's no "getting used to" nitrogen narcosis. You get loopy, stoned, and dead. In that order...and in short order, too.

Frankly, if you're going to go modding breathing gas, the diving community would probably take it as a nice gesture to implement depth-dependent gas mixes. Air for up to, say, 100m. Heliox for up to 300m. Hydrox below that. Modeling the effects of using the wrong gas would be a royal pain in the DLL, but imposing a consumption penalty would be fair (and easy to implement).

- Integrated Compass and/or Thermometer on the HUD, without the need of spending inventory slots for them.
- Extra slots for upgrades for vehicles.
- Customise menu: player can choose speed of battery and power cell draining, base energy recharge, vehicle and player health, damage taken, damage made by player, time for stasis bubble takes to disappear, etc.

"Divers can learn to cope with some of the effects of narcosis, but it is impossible to develop a tolerance. "
I don't know provably replied too quick

No; it's true. Some people do say that. Just not in any context where they can be sued.

Even for experienced divers, narcosis is a serious risk. Your reaction times are off and your movements are sloppy. You don't give things the care and attention you should. It's a lot like driving drunk: potentially survivable, but a really stupid and easily avoidable risk.

Hey, @nesrak1, a while back, @0x6A7232 and I were knocking around an idea for an item that would probably be child's play for you to put in a mod: the Sunflare. Here's the original post contents:

1. Deploy the Sunflare like a beacon, ideally at least 20-30m above the seafloor. It will stay put just like a beacon.
2. Countdown timer starts. Flare auto-ignites in 5-10 seconds. You have that time to get clear of it. If you're still within, say, 10m of the Sunflare at ignition, you start taking heat damage.
3. The Sunflare burns for, oh, 5 realtime minutes. While it's burning, though, it's casting a 50m(?) sphere of intense white light - enough to make it daytime at the bottom of the darkest deep. If you approach it during the burn, you get burnt. (No picking this up and reusing it. Unless you're sick of having hands, that is.)
4. At the end of its burn, it disintegrates. Nothing to reclaim.

As for construction, I'd say you're right: two or three magnesium (which has too few uses right now as it is), a crash powder (serving as ignitor and booster), and a titanium (the shell).

Ideally, it would also antagonize predators that hunt by light - leviathans and suchlike - making the indiscriminate use of Sunflares a risky proposition. (Or perhaps a good strategy for the cunning player.)

From a development standpoint, the object itself could be cloned from the Beacon, editing its properties to suit. Effectively replacing its beacon package with a light emission routine, both of which are probably already coded modules to allow for easy re-use. (Yay for object-oriented programming!)